/Engine/Source/Editor/UnrealEd/Public/EditorClassUtils.h
Gets the class path from the asset tag (i.e. GeneratedClassPath tag on blueprints)
Class path or None if the asset cannot or doesn't have a class associated with it
namespace FEditorClassUtils { [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) FEditorClassUtils::GetClassPathNameFromAssetTag ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) }